gpu: fix a couple of obj final pixel rendering regressions
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@ -752,7 +752,7 @@ void SetupFinalPixelBlitter (GPU *gpu)
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}
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/* Sets up LCD control variables for Display Engines A and B for quick reading */
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//Sets up LCD control variables for Display Engines A and B for quick reading
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void GPU_setVideoProp(GPU * gpu, u32 p)
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{
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struct _DISPCNT * cnt;
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@ -1105,23 +1105,26 @@ static void _master_setFinalOBJColor(GPU *gpu, u32 passing, u8 *dst, u16 color,
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return;
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}
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//note that the fadein and fadeout is done here before blending,
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//so that a fade and blending can be applied at the same time
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bool forceBlendingForNormal = false;
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if(windowEffect)
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switch(FUNC)
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{
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case Increase: color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF]; break;
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case Decrease: color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF]; break;
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//only when blend color effect is selected, ordinarily opaque sprites are blended with the color effect params
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case Blend: forceBlendingForNormal = (gpu->BLDCNT & 0x10)!=0; break;
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}
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//this inspects the layer beneath the sprite to see if the current blend flags make it a candidate for blending
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int bg_under = gpu->bgPixels[x];
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bool allowBlend = ((bg_under != 4) && (gpu->BLDCNT & (0x100 << bg_under)));
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bool sourceEffectSelected = (gpu->BLDCNT & 0x10)!=0;
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//note that the fadein and fadeout is done here before blending,
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//so that a fade and blending can be applied at the same time
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bool forceBlendingForNormal = false;
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if(windowEffect && sourceEffectSelected)
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switch(FUNC)
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{
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case Increase: if(!allowBlend) color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF]; break;
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case Decrease: if(!allowBlend) color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF]; break;
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//only when blend color effect is selected, ordinarily opaque sprites are blended with the color effect params
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case Blend: forceBlendingForNormal = true; break;
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}
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if(allowBlend)
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{
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u16 backColor = T2ReadWord(dst,passing);
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